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=== Task resolution === Tasks are resolved using three basic systems, simple, opposed, or resistance rolls. All three use a roll-under percentile system to determine success of actions. Bonuses can increase or decrease the target number. Success or failure is further subdivided into categories, derived from the target number: * Critical success (1/20 of target number) * Special success (1/5 of target number) * Success (target number or less) * Failure (above the target number and specifically 96-100) * Fumble (1/20 of target number and specifically 100). For example, if a character has climbing target of 35% and his player rolls 25 on a D100, the character has succeeded. If they had rolled 01, that would be a critical success, rolling 06, a special success, and 85, a failure. ====Combat==== The game's combat system was designed in an attempt to recreate live-action combat. Perrin was familiar with mock medieval combat through the [[Society for Creative Anachronism]]. In RQG, as in most previous editions, a combat round is divided into Strike Ranks, which provide an initiative system based on the character's dexterity, size and weapon. These are assessed sequentially. An attacking character will roll their skill, and if successful the defender has the option of parrying or dodging the attack. The ''RuneQuest'' combat system has a subsystem for ''hit location''. Successful attacks are normally allocated randomly (or can be aimed) to a part of the target's body. In ''RuneQuest'', a hit against a character's leg, weapon arm, or head has specific effects on the game's mechanics and narrative. This was an innovative part of the game's combat system and helped to separate it from the more abstracted, hit-point-based combat of competitors such as ''Dungeons & Dragons''.
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